I thought this was an interesting little read, even if few of us have any direct use for it.
http://doublebuffered.com/2010/03/1...per-rifle-from-0-5-to-0-7-seconds-for-halo-3/
However, I'd like to highlight two points I think apply to mapping quite well...
Now, I realize that when you're playing with other mappers (or pro players) they are closer to your "mental context" than RandomPlaytester273, and some people do have good solutions, but the general idea still makes sense.
The second point applies too in the sense of layout design and signage. Maps need to be intuitive to begin with. You can nudge players' thoughts in the right direction, but if there is just too big of a divide you'll never get anywhere with them.
Lastly, this amused me in context of TF2
http://doublebuffered.com/2010/03/1...per-rifle-from-0-5-to-0-7-seconds-for-halo-3/
However, I'd like to highlight two points I think apply to mapping quite well...
• Work on serious playtesting at this point. You want players to play, and you shouldn’t argue with them. Look for their reactions, NOT their solutions. “I don’t like x” is useful, “I don’t like x because of y” is great, and “You should do x” is useless. Trust the player’s gut (intuition) but don’t trust their reasoning as they do NOT have the same mental context you do as the designer.
• Negative feedback generally means that the game in their head does not match the game as it actually exists. Either try to match it better, or do a better job of realistically setting expectations via teaching.
Now, I realize that when you're playing with other mappers (or pro players) they are closer to your "mental context" than RandomPlaytester273, and some people do have good solutions, but the general idea still makes sense.
The second point applies too in the sense of layout design and signage. Maps need to be intuitive to begin with. You can nudge players' thoughts in the right direction, but if there is just too big of a divide you'll never get anywhere with them.
Lastly, this amused me in context of TF2
Identify the specific goals of your playtester and keep that context in mind. Optimizers look to find the best overall, Ragers quit when frustrated, Role players always try the same weapon, “Your mom” will get confused, Griefers will try to destroy it for others, and Pros will hate you for any randomness.